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Wizard vs. Monk...Winner?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 2675996" data-attributes="member: 35909"><p>I personally like monks, weak as they are, and all these people just taking the easy route and repeating for the 20th time what spells will be certain doom for the monk instead of being creative and trying to find ways for the monk to win is just extremely annoying. Can this thread go 50 words straight without "forcecage" being mentioned? Some particular issues I have with these arena assumptions:</p><p></p><p>1) Why does it have to be a flat, wide-open plain? May as well pit a machine gunner against the monk. Any *interesting* battlefield should have ample cover, concealment, terrain, etc... Maybe even weather effects which would, while hurting both classes, certainly hinder spellcasting more.</p><p></p><p>2) <strong>Moment of Prescience</strong>: If it's an arena battle, how is it fair that either character got to take any preparatory actions before the initiative roll? If the wizard can cast that hours beforehand, and it's OK, why can't the monk nudge his cleric friend to blow a day's worth of buffs on him before the fight, either? "I'll take GMW, and bless just for the heck of it. And, ooh, don't go easy on the death ward!"</p><p></p><p>3) Starting them far apart in plain view of each other is unrealistic, a clear boon to the wizard, and is the primary reason so many people have said that the initiative roll determines the victor. If they have to start within 100 feet, but can choose to start hiding amongst the bushes or whatever, the fight becomes far more unpredictable.</p><p></p><p>4) No leaving the arena via teleport or whatever else. Within the arena is fine, though. If this really is a spectator thing, the whole teleport back fully prepared thing is just beyond b.s. Even if it wasn't for entertainment, it's meant to be a decisive, SINGLE battle. If the wizard can teleport outside, why can't the monk turn ethereal or use his skills to escape as well, taking the fight into the streets?</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 2675996, member: 35909"] I personally like monks, weak as they are, and all these people just taking the easy route and repeating for the 20th time what spells will be certain doom for the monk instead of being creative and trying to find ways for the monk to win is just extremely annoying. Can this thread go 50 words straight without "forcecage" being mentioned? Some particular issues I have with these arena assumptions: 1) Why does it have to be a flat, wide-open plain? May as well pit a machine gunner against the monk. Any *interesting* battlefield should have ample cover, concealment, terrain, etc... Maybe even weather effects which would, while hurting both classes, certainly hinder spellcasting more. 2) [B]Moment of Prescience[/B]: If it's an arena battle, how is it fair that either character got to take any preparatory actions before the initiative roll? If the wizard can cast that hours beforehand, and it's OK, why can't the monk nudge his cleric friend to blow a day's worth of buffs on him before the fight, either? "I'll take GMW, and bless just for the heck of it. And, ooh, don't go easy on the death ward!" 3) Starting them far apart in plain view of each other is unrealistic, a clear boon to the wizard, and is the primary reason so many people have said that the initiative roll determines the victor. If they have to start within 100 feet, but can choose to start hiding amongst the bushes or whatever, the fight becomes far more unpredictable. 4) No leaving the arena via teleport or whatever else. Within the arena is fine, though. If this really is a spectator thing, the whole teleport back fully prepared thing is just beyond b.s. Even if it wasn't for entertainment, it's meant to be a decisive, SINGLE battle. If the wizard can teleport outside, why can't the monk turn ethereal or use his skills to escape as well, taking the fight into the streets? [/QUOTE]
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